Oh and we can do this in our game too if we need to as a preformance optomization later on (: On Thu, May 7, 2009 at 9:41 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > Ok so for those of you that don't know what LOD is, it stands for "Level of > detail" and in essence means that when things are farther away, or less > noticeable in some way, that you use less detail cause nobody notices, and > that saves you processing power and memory. > > For example, objects that are farther away (models, mountains, etc) use > less polygons when they are far away since you can't tell the difference at > a great distance anyways. > > It makes everything way nicer. > > > Anyhow...So animating models is expensive (takes a lot of CPU power). > > Today i learned something really bad ass, an animation LODing technique. > > > So what the deal is, is you declare up front how many of a specific type of > animation are allowed to run at once. > > So like... if you have 10 people all walking around using the same > animation, normally you'd have to pay the cost of processing that same > animation 10 times. > > > The LOD technique is to say "only allow 3 maximum instances of that > animation to happen at once". > > So what that does is only process 3 animations but have multiple people use > the same processed animation data. > > If you set it to only 1 maximum instance, everyone would animate and walk > in unison which is really crappy, and if you do too high a number maximum > instances, too many people are animating and it eats up a lot of CPU. > > So you basically find the balance and say "well its hard to tell that they > are sharing animations if you do 3 max" and then you have your magic number, > and the game runs faster. > > It's kind of cool... just wanted to share it with everyone... >